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Star Wars Jedi: Fallen Order

@4000x4000 via Windowed Borderless Gaming

UE4 Console Unlocker by Otis_Inf & Sunbeam

In-game photomode ("togglephotomode")

ReShade

''Mutant Year Zero: Road to Eden''

 

SRWE for hotsampling

Game Guide

MSI Afterburner for screen capture

•ReShade 4.2.1

  

Quantum Break

-2160x2880 (SRWE hotsampling)

-Hattiwatti's Cinematic Tools

-ReShade

 

...but literally

Here at Opscode Austin, we've got a bit of a private cloud in the works. These are my test machines for deploying OpenStack and other applications with Chef.

SRWE

Taken with MSI Afterburner

Xinyi District, Taipei City, Taiwan

Shadow of the Tomb Raider

-4320x3240 (SRWE hotsampling, 4:3 rotate)

-Camera Tools by Otis_Inf

-In-game Photomode

-ReShade

"ECHO"

-6000x8000 (SRWE Hotsampling)

-Universal UE4 Unlocker by Otis_Inf + UE4 Tweaks

-Duncan Harris' CE Table (AR correction)

-HUD Toggle by Pino44io

-ReShade

Shadow of the Tomb Raider

-6400x2700 (SRWE hotsampling)

-Camera Tools by Otis_Inf

-In-game Photomode

-ReShade

ReShade

Camera tools by Otis_Inf, Jim2Point0, Hattiwatti and K-putt

SRWE

Taken with MSI Afterburner

 

Gravity liked to suddenly disappear when hotsampling beyond the borders of my screen, so here's a tiny version.

Hellblade: Senua's Sacrifice

-4000x5333 (SRWE hotsampling)

-Camera Tools by Otis_Inf

-In-game Photomode

 

Assassin's Creed Odyssey

 

Own camera tools, SRWE, Reshade.

 

As the photomode adds fog, I could use that to find the real fog parameters in the engine. The photomode goes from 1 to 10, the new tools go to 200, so you can create shots like this.

- Game: Cyberpunk 2077 ㅤㅤ

- 4K DSRㅤㅤㅤㅤ

- In-game Photomode + Camera Tools by @FransBouma

github.com/FransBouma/InjectableGenericCameraSystem/tree/...

- OtisInf's camera tools

- SRWE

 

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Blog | Tumblr

- Game: Cyberpunk 2077 ㅤㅤ

- 4K DSR

- Reshade 4.8.2ㅤㅤㅤㅤ

- In-game Photomode + Camera Tools by Frans Bouma

github.com/FransBouma/InjectableGenericCameraSystem/tree/...

  

- Game: RD2

Taken with GeForce Experience

Tools:

- ReShade 4.9.1

- 4K DSR

- In-Game Photomode + CT Edit by Frans Bouma

framedsc.github.io/GameGuides/rdr2.htm

Grand Theft Auto V

-4500x6000 (SRWE hotsampling)

-Rockstar Editor

-NaturalVision Remastered by Razed

-ReShade

 

Inspired by HappyV

Tomb Raider

-4000x5333 (SRWE hotsampling)

-Camera Tools + Hud Toggle by Otis_Inf

-CE Table by IDK31

Injustice 2

~15MP

Camera Tools: free camera table by IDK31

Resolution: NVidia DSR

HUD Toggle: ce table

Post-processing: Reshade v4

Downsample Filter: Lanczos2

Notes:

1. Only use once level has loaded. Disable all scripts and close CE when new level loading or going back to main menu otherwise a crash will result.

 

Homefront: The Revolution

~15MP | Tools Used: Otis_Inf's Camera Tool, The_Janitor's HUD Toggle, jim2point0's guide on NVidia DSR, Reshade v3, captured with MSIAfterburner | Lanczos2

 

1. Trying out Otis_Inf's new MultiLUT shader for Reshade v3. Pretty slick!

 

2. Using in-game camera phone mode to get rid of the gas mask and vignette. Is there a better way to do this on these levels?

 

Sleeping Dogs: Definitive Edition

Camera Tools: Tools by Framed

Resolution: SRWE

HUD Toggle: Tools, CE Table

Post-processing: Reshade 4.9.1

Notes:

1. With this recent batch of Sleeping Dogs shots I've been playing around trying to simulate a city during monsoon. The "rain" effect was done with the NormalMap shader, which can be animated to slowly scroll in any direction and the RealLongExposure shader used to stretch those droplets out.

Mad Max

-In-game Photomode

-3000x4000 (SRWE hotsampling)

-Duncan Harris' CE Table (FOV)

-ReShade Framework

 

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